cartejos
2018-06-30, 09:51 AM
Inspiration from Little Red Raiding Hood http://bg-archive.minmaxforum.com/index.php?topic=7200.0
This build is still in the works
Dragoons in Final Fantasy are people who typically wear heavy armor with the likeness of dragons. The use Spears and Lances and focus on jumping in to deal high damage.
Full Plate is the Armor to go for here as it offers a (relatively) small and reducible ACP. We want it to reduce speed as little as possible, and reduce the ACP on it to 0. This can be done with Mithral and Greater Heavy Armor Optimization (2 feats). Though Mithral treats Full Plate as Medium armor it is only "For purposes of movement and other limitations". Mithral Full Plate is still Heavy Armor, though it is treated as Medium Armor for detriments based on weight category.
As of yet, I still haven't worked out what enchantments are optimal for the armor. Those touching on Speed, Jump Checks, Charging, or various Feat Granting enchantments are what I'm looking for most.
As of choice of weapon I'm going for the Duom (Dragon 331). It's a Martial weapon with 10' reach and can threaten adjacent opponents. 1D8/*3/Piercing
+5 Keen, Valorous Duom of Collision and Vaulting. Keen, Valorous, and Collision all add up to +4, and Vaulting is a specific weapon property for a Halberd, I've taken the liberty of swapping in the Duom.
The Build:
Crusader 1: Starts off a little wonky, but a little survivability, some good maneuvers, good HD.
Cleric 1: 3 Domains from Cloistered: Knowledge; Travel; and Undeath. Ideally. And trade Know+Trav for Devotions.
Barbarian 1: Beefier health, Whirling Frenzy, and Pounce.
X1
Warblade 3: Snatch Sudden Leap and Leaping Dragon Stance. No reason for this, I promise.
X3
RKV 10: Cause nobody says "Are you sure about this" to a great wyrm better... except maybe a caster... forget those guys
Still working on full Build
Feats:
This build functions pretty much solely on Battle Jump. Being able to charge just cause you "drop" from the square above your opponents head (Get there via jumping) and being able to jump as a swift action. Recovering your sudden leap is... weird. You have to spend a swift action to recover your maneuvers and then attack or do nothing. Some nice DMs might let you jump/charge after you recover your maneuvers. But honestly... they probably won't.
So with Battle Jump, Travel Devotion, RKV and a Charisma of 12 you have 8 Turn Attempts that can be used to Move (a.k.a jump (a.k.a charge)) or you could use them to get extra swift actions that would let you Jump (a.k.a charge) or recharge your Sudden Leap.
However, I do also suggest Power Attack + Leap Attack. You could also throw in some of Person_Man's combat tricks (http://www.giantitp.com/forums/showthread.php?127026-3-X-Person-Man-s-Guide-to-Melee-Combos)
Improved Initiative, Skill Focus (Jump), or anything that increases speed are also welcome.
I have not yet looked through the huge amounts of feats in 3.5 in relation to this build.
Critique, tips, improvements, anything is welcome.
This build is still in the works
Dragoons in Final Fantasy are people who typically wear heavy armor with the likeness of dragons. The use Spears and Lances and focus on jumping in to deal high damage.
Full Plate is the Armor to go for here as it offers a (relatively) small and reducible ACP. We want it to reduce speed as little as possible, and reduce the ACP on it to 0. This can be done with Mithral and Greater Heavy Armor Optimization (2 feats). Though Mithral treats Full Plate as Medium armor it is only "For purposes of movement and other limitations". Mithral Full Plate is still Heavy Armor, though it is treated as Medium Armor for detriments based on weight category.
As of yet, I still haven't worked out what enchantments are optimal for the armor. Those touching on Speed, Jump Checks, Charging, or various Feat Granting enchantments are what I'm looking for most.
As of choice of weapon I'm going for the Duom (Dragon 331). It's a Martial weapon with 10' reach and can threaten adjacent opponents. 1D8/*3/Piercing
+5 Keen, Valorous Duom of Collision and Vaulting. Keen, Valorous, and Collision all add up to +4, and Vaulting is a specific weapon property for a Halberd, I've taken the liberty of swapping in the Duom.
The Build:
Crusader 1: Starts off a little wonky, but a little survivability, some good maneuvers, good HD.
Cleric 1: 3 Domains from Cloistered: Knowledge; Travel; and Undeath. Ideally. And trade Know+Trav for Devotions.
Barbarian 1: Beefier health, Whirling Frenzy, and Pounce.
X1
Warblade 3: Snatch Sudden Leap and Leaping Dragon Stance. No reason for this, I promise.
X3
RKV 10: Cause nobody says "Are you sure about this" to a great wyrm better... except maybe a caster... forget those guys
Still working on full Build
Feats:
This build functions pretty much solely on Battle Jump. Being able to charge just cause you "drop" from the square above your opponents head (Get there via jumping) and being able to jump as a swift action. Recovering your sudden leap is... weird. You have to spend a swift action to recover your maneuvers and then attack or do nothing. Some nice DMs might let you jump/charge after you recover your maneuvers. But honestly... they probably won't.
So with Battle Jump, Travel Devotion, RKV and a Charisma of 12 you have 8 Turn Attempts that can be used to Move (a.k.a jump (a.k.a charge)) or you could use them to get extra swift actions that would let you Jump (a.k.a charge) or recharge your Sudden Leap.
However, I do also suggest Power Attack + Leap Attack. You could also throw in some of Person_Man's combat tricks (http://www.giantitp.com/forums/showthread.php?127026-3-X-Person-Man-s-Guide-to-Melee-Combos)
Improved Initiative, Skill Focus (Jump), or anything that increases speed are also welcome.
I have not yet looked through the huge amounts of feats in 3.5 in relation to this build.
Critique, tips, improvements, anything is welcome.